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1

Malakul Na Ayutthaya, Nattida, and Manop Reodecha. "INVENTORY CONTROL GAME." วารสารวิศวกรรมศาสตร์ 1, no. 1 (2009): 1–10. http://dx.doi.org/10.4186/ejth.2009.1.1.1.

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2

Hartman, Bruce C., Moshe Dror, and Moshe Shaked. "Cores of Inventory Centralization Games." Games and Economic Behavior 31, no. 1 (2000): 26–49. http://dx.doi.org/10.1006/game.1999.0732.

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3

Fiestras-Janeiro, M. G., I. García-Jurado, A. Meca, and M. A. Mosquera. "Cooperative game theory and inventory management." European Journal of Operational Research 210, no. 3 (2011): 459–66. http://dx.doi.org/10.1016/j.ejor.2010.06.025.

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4

Alfieri, Arianna, and Giulio Zotteri. "Inventory theory and the Beer Game." International Journal of Logistics Research and Applications 20, no. 4 (2016): 381–404. http://dx.doi.org/10.1080/13675567.2016.1243657.

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5

Arman, Suryadi Karim Wasilah Melda Agarina. "Sistem Informasi Inventory Gudang (SI-IGUN) Pada CV. Mega Kencana." TEKNIKA 17, no. 2 (2023): 333–45. https://doi.org/10.5281/zenodo.8211896.

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CV. MEGA KENCANA merupakan distributor cat, yang memiliki beberapa alur proses bisnis seperti barang masuk, barang keluar, dan stok. Saat ini proses administrasi terkait inventory barang menggunakan kartu stok dan yang di inputkan ke dalam MS.Excel. Pross inventory barang yang berjalan saat ini masih benayak beberapa kendala, diantaranya ketidak sesuaian antara abrang masuk dan keluar serta jumlah stok barang. Dikarnakan ada beberapa barang yang tidak tercatat di lembar kartu stok saat barang keluar. Penelitian ini dilakukan untuk merancang dan mengembangkan sebuah sistem inventory gudang. Saa
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6

Shirokikh, V. A., and E. A. Lezhnina. "Coalition-Formation Problem for Cooperative Inventory Routing Game." Automation and Remote Control 80, no. 7 (2019): 1358–67. http://dx.doi.org/10.1134/s0005117919070129.

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7

Sunny, Justin, V. Madhusudanan Pillai, Hiran V. Nath, et al. "Blockchain-enabled beer game: a software tool for familiarizing the application of blockchain in supply chain management." Industrial Management & Data Systems 122, no. 4 (2022): 1025–55. http://dx.doi.org/10.1108/imds-10-2021-0609.

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PurposeThis paper aims to introduce, conceptualize and demonstrate a software tool named “Blockchain-Enabled Beer Game” (BEBG) for familiarizing the application of blockchain in inventory management, one of the critical components of supply chain management.Design/methodology/approachThis paper follows a methodology of design-based research and develops a software tool in the form of a role-play simulation game. The proposed game adopts the theme of the traditional beer distribution game to establish a blockchain-enabled scenario for inventory management. A decentralized application (DApp) was
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8

De Giovanni, Pietro. "Digital Supply Chain through Dynamic Inventory and Smart Contracts." Mathematics 7, no. 12 (2019): 1235. http://dx.doi.org/10.3390/math7121235.

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This paper develops a digital supply chain game, modeling marketing and operation interactions between members. The main novelty of the paper concerns a comparison between static and dynamic solutions of the supply chain game achieved when moving from traditional to digital platforms. Therefore, this study proposes centralized and decentralized versions of the game, comparing their solutions under static and dynamic settings. Moreover, it investigates the decentralized supply chain by evaluating two smart contracts: Revenue sharing and wholesale price contracts. In both cases, the firms use an
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Aguirre-Álvarez, Yenny Alejandra, Carmen Elena Patino-Rodríguez, Catalina María Maya-Iregui, and Emmanuel Bolívar-Torres. "Beer Game as a gamification strategy applying Industry 4.0: more than an inventory game." Revista de Investigación, Desarrollo e Innovación 14, no. 1 (2024): 155–78. http://dx.doi.org/10.19053/uptc.20278306.v14.n1.2024.17629.

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Uno de los grandes retos en los procesos de aprendizaje, es el fortalecer competencias blandas y técnicas en contexto real de la comunidad académica con estrategias vivenciales como la gamificación, que además se alinee con las tendencias tecnológicas de la Industria 4.0. Este artículo propone una adaptación del Beer Game como estrategia de gamificación, usando un modelo de fábrica a escala que simula los procesos logísticos con agregación de valor. En este sentido, se describe y compara el Beer Game tradicional y su versión adaptada a la Planta 4.0 simuladora SCM, para finalmente realizar un
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Ramirez, Stefanny, and Dario Bauso. "Dynamic Coordination Games with Activation Costs." Dynamic Games and Applications 11, no. 3 (2021): 580–96. http://dx.doi.org/10.1007/s13235-020-00375-8.

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AbstractMotivated by inventory control problems with set-up costs, we consider a coordination game where each player’s dynamics is an inventory model characterized by a controlled input and an uncontrolled output. An activation cost is shared among active players, namely players who control their dynamics at a given time. At each time, each player decides to be active or not depending on its inventory level. The main contribution of this paper is to show that strategies at a Nash equilibrium have a threshold structure on the number of active players. Furthermore, we provide an explicit express
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Wong, Ulric, and David Carson Hodgins. "Development of the game addiction inventory for adults (GAIA)." Addiction Research & Theory 22, no. 3 (2013): 195–209. http://dx.doi.org/10.3109/16066359.2013.824565.

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12

Lei Zhao, and Sheng Zhong. "Static and Dynamic Game of The Inventory Transshipment Problem." International Journal of Digital Content Technology and its Applications 7, no. 3 (2013): 795–804. http://dx.doi.org/10.4156/jdcta.vol7.issue3.95.

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13

Vaziri, Masoud. "Application of Game Theory on Inventory Level Decision Making." International Journal of Business and Economics Research 3, no. 6 (2014): 211. http://dx.doi.org/10.11648/j.ijber.20140306.12.

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14

Avsar, Zeynep Müge, and Melike Baykal-Gürsoy. "Inventory control under substitutable demand: A stochastic game application." Naval Research Logistics (NRL) 49, no. 4 (2002): 359–75. http://dx.doi.org/10.1002/nav.10018.

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15

Wang, Ziteng, Yue Dai, Shu‐Cherng Fang, Zhong‐Zhong Jiang, and Yifan Xu. "Inventory transshipment game with limited supply: Trap or treat." Naval Research Logistics (NRL) 67, no. 6 (2020): 383–403. http://dx.doi.org/10.1002/nav.21925.

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16

Inanloo, Maryam, Simin Bashardoust, and Khadijeh Abolmaali Alhosseini. "Providing a Model for Predicting Online Game Addiction based on HEXACO Personality Traits and the Parent-Child Relationship Mediated by Impulsiveness." Applied Family Therapy Journal 3, no. 1 (2022): 285–310. http://dx.doi.org/10.61838/kman.aftj.3.1.15.

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Aim: The present study aimed to examine the model of predicting online game addiction based on HEXACO personality traits, and the parent-child relationship mediated by impulsiveness. Methods: The present research was descriptive and correlational and its statistical population consisted of 125110 female students in the second grade of high school in Tehran in the academic year of 2020-2021. The sample size of 400 was selected based on Klein's view (2016) using the non-random convenience sampling method (online method). The samples responded to the online game addiction inventory by Wong and Ch
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Brokesova, Zuzana, Cary Deck, and Jana Peliova. "Pull-to-center is not just for newsvendors." PLOS ONE 17, no. 2 (2022): e0264183. http://dx.doi.org/10.1371/journal.pone.0264183.

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The pull-to-center effect is a systematically observed suboptimal behavior in newsvendor experiments. Various explanations have been forward for this phenomenon, some of which are based on structural properties of the task while others are based upon the inventory context of the problem. To help distinguish between these two types of explanations, we compare behavior in a newsvendor game to behavior in a new, mathematically isomorphic, price gouging game. Our laboratory experiments replicate the standard results for newsvendors and yield the equivalent pattern in the price gouging game. This s
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18

Malott, Ricky, Noah Jackson, William Strome, Joe Bisson, and Nola Agha. "Experience, LLC: Filling the Best Seats in the House." Case Studies in Sport Management 4, no. 1 (2015): 138–46. http://dx.doi.org/10.1123/cssm.2015-0028.

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Experience, LLC is a start-up company that sells in-game seat upgrades during live sporting events using text messaging and cell phone apps. From a user standpoint, a small upgrade fee results in better seats and a better game experience. From a venue or team standpoint, Experience fills unused inventory resulting in increased revenues and more satisfied fans with higher repurchase intentions. Experience is looking to expand its services beyond single-game upgrades to a full-season ticket that is based on filling open, but previously sold, inventory. This case illustrates the forces at play in
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19

Kusuma, Ahmad Fauzi Anggi Ariesta, and Riska Dwi Handayani. "Implementation of Inventory Checking System Using Finite State Machine in Role Playing Game." International Journal of Computer and Information System (IJCIS) 5, no. 4 (2024): 280–85. https://doi.org/10.29040/ijcis.v5i4.197.

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This study aims to implement an inventory checking system combined with Finite State Machine (FSM) in the Role Playing Game (RPG) game genre using Arnold Hendrick's Game Development Life Cycle (GDLC) development method. In RPG games, inventory management is a crucial aspect that affects the gameplay, especially in the management of quests and item crafting features. The FSM approach is used to manage state and state transitions in randomly completed quests, providing more flexible dynamics in the completion of in-game tasks. The GDLC method was chosen to ensure that system development is carri
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20

Lehnerová, L., and R. Marušák. "Regeneration and game damage in the Krušné hory Mts. assessed on the basis of National Forest Inventory of the Czech Republic." Journal of Forest Science 55, No. 6 (2009): 279–92. http://dx.doi.org/10.17221/99/2008-jfs.

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In 2001–2004 National Forest Inventory was realized in the Czech Republic. A great number of variables was measured giving rise to an extensive information database that can be used to assess the state and development of various quantitative and qualitative dendrometric characteristics. This work presents the results of regeneration state and game damage in the Krušné hory Mts. based on the data from both the National Forest Inventory and the second enlarged measurement carried out after five years that was done in a part of the Fláje preserve and enabled basic comparison with the rest of the
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21

Tang, Zhongming, Xingxing Liu, and Ying Wang. "Integrated Optimization of Sustainable Transportation and Inventory with Multiplayer Dynamic Game under Carbon Tax Policy." Mathematical Problems in Engineering 2020 (June 29, 2020): 1–16. http://dx.doi.org/10.1155/2020/4948383.

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Growth in environmental sustainability has prompted the logistics industry to seek sustainable development, and carbon tax policies are considered an effective approach to reducing carbon emissions. This study investigates the optimization of sustainable transportation and inventory under a carbon tax policy and explores effective methods for coordinating the interests of governments and enterprises. The results can provide insights into sustainable logistics for decision-making by enterprises and policy-making by governments. We first examine a Stackelberg game model and design an iterative s
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22

Lv, Qin. "Supply chain coordination game model based on inventory information sharing." Journal of Interdisciplinary Mathematics 20, no. 1 (2017): 35–46. http://dx.doi.org/10.1080/09720502.2016.1259760.

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23

HARTMAN, BRUCE C., and MOSHE DROR. "Optimizing centralized inventory operations in a cooperative game theory setting." IIE Transactions 35, no. 3 (2003): 243–57. http://dx.doi.org/10.1080/07408170304363.

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24

XIAO, Yong-bo, Jian CHEN, Xiao-ling LIU, and Yan ZHU. "Dynamic Inventory Transshipment Game between Two Retailers of Seasonal Products." Systems Engineering - Theory & Practice 28, no. 3 (2008): 35–43. http://dx.doi.org/10.1016/s1874-8651(09)60016-8.

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25

He, Juan, Jian Wang, and Li Sun. "On Game Behavior of the Inventory Pledge Banks and the Logistical Enterprises." Advanced Materials Research 468-471 (February 2012): 2223–26. http://dx.doi.org/10.4028/www.scientific.net/amr.468-471.2223.

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This paper introduces the mechanism design theory to establish Stacklberg Game Model in which with perfect information, logistical enterprises are leading decision makers, analyzing the game behavior of inventory financing with the method of backward induction. The results indicate that with perfect information, two-sided market of banks and logistical enterprises has more advantages than one-sided market of banks, and logistical enterprises are willing to improve their risk ratio to gain interest reduction from banks, which can lead to demand for financing.
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Lin, Yen-Ling, Shu Wen Huang, and Cheng-Chieh Chang. "THE IMPACTS OF A MARINE SCIENCE BOARD GAME ON MOTIVATION, INTEREST, AND ACHIEVEMENT IN MARINE SCIENCE LEARNING." Journal of Baltic Science Education 18, no. 6 (2019): 907–23. http://dx.doi.org/10.33225/jbse/19.18.907.

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This research sought to explore how teaching utilizing a marine science-related board game affected students’ motivation, interest, and achievement in marine science learning at the high school level. The research utilized an experimental design with pre-test and post-test measurements and a classroom setting, and included an experimental group containing 25 students and a control group containing 26 students. The experiment was carried out over the course of 12 lessons, with various questionnaires, including a marine science learning motivation (MSLM) inventory, a marine science learning inte
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Maynard, Ian W., and Bruce L. Howe. "Interrelations of Trait and State Anxiety with Game Performance of Rugby Players." Perceptual and Motor Skills 64, no. 2 (1987): 599–602. http://dx.doi.org/10.2466/pms.1987.64.2.599.

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The Martens' Sport Competition Anxiety and Competitive State Anxiety Inventory-2 tests were administered to 22 male university rugby players to assess the relationship between the tests and their effectiveness in predicting game performance. The Sport Competition Anxiety Test was completed early in the season and the State Anxiety Inventory an hour before two games during a tournament. A multiple regression between the Competitive Anxiety Test and the three subscales of the Sport Anxiety Inventory-2 showed a significant relationship between the Competitive Anxiety Test and the single subscale
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Laksono, Devina Ngeksi Hari, Heru Subekti, and Ema Madyaningrum. "Hubungan antara Kecanduan Game Internet dengan Keterampilan Sosial pada Remaja di Kota Yogyakarta." Jurnal Keperawatan Klinis dan Komunitas (Clinical and Community Nursing Journal) 6, no. 3 (2022): 138. http://dx.doi.org/10.22146/jkkk.68450.

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Background: Most Indonesians are internet users. Adolescents, who are active internet users and use internet for playing game too often, have the risk of experiencing online gaming addiction. Internet game addict may possess poor social skills.Objective: To find out the correlation between internet game addiction and social skills among adolescents in Yogyakarta.Method: This was an analytical study using cross sectional design. Participants of this study were 429 respondents from 8th grade of Junior High School students and 11th grade of Senior High School students in Yogyakarta. This research
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Rodela, Romina, Arend Ligtenberg, and Roel Bosma. "Conceptualizing Serious Games as a Learning-Based Intervention in the Context of Natural Resources and Environmental Governance." Water 11, no. 2 (2019): 245. http://dx.doi.org/10.3390/w11020245.

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The use of serious games in the governance of natural resources and the environment is progressively increasing and includes games used for research and data collection, teaching and training, and fostering a change of practices. However, this diversity remains underexplored and underreported. In view of a growing interest in the use of serious games in natural resource and environmental governance, the absence of discussions about how differences in intended use and delivery influence the performance, assessment, and outcomes of games is problematic. Here we present an inventory, and a descri
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Tanel, Rabia, and Esra Bilal Önder. "Developing and Testing a Board Game to Learn About Stars." International Journal of Game-Based Learning 10, no. 3 (2020): 62–73. http://dx.doi.org/10.4018/ijgbl.2020070104.

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The aim of this study is to introduce an educational game called The Star Game, and to examine its effects on prospective science teachers' conceptual understanding of stars. In addition, their opinions of The Star Game were examined. The study was conducted with a total of 54 prospective teachers in three groups. The Star Game was played in all three groups and data was collected using the Star Properties Concept Inventory and the Star Game Opinion Questionnaire. The conceptual understanding on the stars increased significantly in all three groups after the application. The Star Game was desc
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Ramadan, Muhamad Hesky, Roni Ilham Subagja, Asep Suherman, and Isak Ramlan. "Application Design of Stock Inventory of Meatball Serving Ingredients for Anhel MSME Bakso." Majalah Bisnis & IPTEK 17, no. 1 (2024): 91–96. https://doi.org/10.55208/twyhvq29.

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Inventory management systems are a cornerstone of operational efficiency for MSMEs (Micro et al.). This study aims to develop and implement an inventory management information system for MSME Bakso ANHEL. The system, which enables real-time inventory tracking, order optimization, and improved supply chain efficiency, is a testament to the transformative power of information technology in enhancing the competitiveness of MSMEs. The findings of this study can provide valuable insights for MSME Bakso ANHEL and other similar businesses, equipping them with the tools to address inventory management
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Ramadan, Muhamad Hesky, Roni Ilham Subagja, Asep Suherman, and Isak Ramlan. "Application Design of Stock Inventory of Meatball Serving Ingredients for Anhel MSME Bakso." Majalah Bisnis & IPTEK 17, no. 1 (2024): 91–96. http://dx.doi.org/10.55208/bistek.v17i1.579.

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Inventory management systems are a cornerstone of operational efficiency for MSMEs (Micro et al.). This study aims to develop and implement an inventory management information system for MSME Bakso ANHEL. The system, which enables real-time inventory tracking, order optimization, and improved supply chain efficiency, is a testament to the transformative power of information technology in enhancing the competitiveness of MSMEs. The findings of this study can provide valuable insights for MSME Bakso ANHEL and other similar businesses, equipping them with the tools to address inventory management
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Singh, Abhishek, Zohaib Hasan, Zeba Vishwakarma, Akash Banshal, and Sneha Kushwaha. "Evaluating Linear and Non-Linear Regression Techniques for Video Game Sales Prediction." International Journal of Innovative Research in Computer and Communication Engineering 11, no. 03 (2023): 1507–11. http://dx.doi.org/10.15680/ijircce.2023.1103112.

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The video game industry is a multi-billion dollar sector that thrives on data-driven decision-making. Accurate sales predictions can significantly impact marketing strategies and inventory management. This research evaluates various machine learning models to predict video game sales using a dataset sourced from Kaggle. We preprocessed the data, engineered features, and tested multiple regression models, including Linear Regression and Support Vector Machines. The results indicate that Linear Regression achieved an R2 score of 0.83, demonstrating its effectiveness in predicting game sales base
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Chauhan, Dharmendra Kumar, Abhishek Mishra, and Saurabh Tiwari. "A Compreative Study of Aggression Level Between Team Game and Combat Game Players." Integrated Journal for Research in Arts and Humanities 4, no. 6 (2024): 676–78. https://doi.org/10.55544/ijrah.4.6.48.

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Aim: The main purpose of the study was to investigate aggression level of Team game and Combat Game. Subjects: The samples consisted of thirty (15 Team game and 15 Combat Game) players who have study in Department of Physical Education, CSJM University, Kanpur, UP. The age ranging between 18 to 28 years were selected as subjects for the purpose of study. Methods: The research Scholar had gone through discussion related to the problem. The Study was further delimited to the To assess the aggression level of the players, Sports Aggression Inventory questionnaire was developed by Anand Kumar and
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Janne, Roman Bednarik, Juho Kahila, and Matti Tedre. "A Bird Matching Game: Difficulty, Rewards and Intrinsic Motivation." International Journal of Serious Games 11, no. 4 (2024): 57–77. http://dx.doi.org/10.17083/ijsg.v11i3.805.

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In this study the effects of several variables on intrinsic motivation and in-game progression are tested in a serious game that matches bird pictures to names. The first variables are ‘pointification’ rewards (badges and points) and educational rewards (learning materials and bird sounds). Finally, the effect of voluntarily increasing the difficulty of the game is investigated. The in-game analytics of 66 in game sessions are examined. In addition, the players Intrinsic Motivation Inventory (IMI) survey scores are calculated. The findings indicate that 'pointification' and educational rewards
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Coppini, Matteo, Chiara Rossignoli, Tommaso Rossi, and Fernanda Strozzi. "Bullwhip effect and inventory oscillations analysis using the beer game model." International Journal of Production Research 48, no. 13 (2009): 3943–56. http://dx.doi.org/10.1080/00207540902896204.

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Lee, Chungseung, and Kun Soo Park. "Inventory and transshipment decisions in the rationing game under capacity uncertainty." Omega 65 (December 2016): 82–97. http://dx.doi.org/10.1016/j.omega.2016.01.001.

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Vahlo, Jukka, and Veli-Matti Karhulahti. "Challenge types in gaming validation of video game challenge inventory (CHA)." International Journal of Human-Computer Studies 143 (November 2020): 102473. http://dx.doi.org/10.1016/j.ijhcs.2020.102473.

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Severiano, Maria Izabel Rodrigues, Bianca Simone Zeigelboim, Hélio Afonso Ghizoni Teive, Geslaine Janaína Barbosa Santos, and Vinícius Ribas Fonseca. "Effect of virtual reality in Parkinson's disease: a prospective observational study." Arquivos de Neuro-Psiquiatria 76, no. 2 (2018): 78–84. http://dx.doi.org/10.1590/0004-282x20170195.

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ABSTRACT Objective: To assess the effectiveness of balance exercises by means of virtual reality games in Parkinson's disease. Methods: Sixteen patients were submitted to anamnesis, otorhinolaryngological and vestibular examinations, as well as the Dizziness Handicap Inventory, Berg Balance Scale, SF-36 questionnaire, and the SRT, applied before and after rehabilitation with virtual reality games. Results: Final scoring for the Dizziness Handicap Inventory and Berg Balance Scale was better after rehabilitation. The SRT showed a significant result after rehabilitation. The SF-36 showed a signif
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40

Alabdulkarim, Abdullah A. "Minimizing the bullwhip effect in a supply chain: a simulation approach using the beer game." SIMULATION 96, no. 9 (2020): 737–52. http://dx.doi.org/10.1177/0037549720930284.

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In this research, the aim is to find the most appropriate inventory management logic and set of rules along with the optimal decision values that will minimize the bullwhip effect in a supply chain, taking the beer game supply chain as a reference model. In order to achieve this, a simulation model of the beer game supply chain is developed along with an ordering strategy based on the Economic Order Quantity with additional rules, such as no backorder policy, vendor-managed inventory, and taking into consideration route deliveries, all of which are implemented in the ordering algorithm. In the
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Park, Anna E., and Tracy B. Henley. "Personality and Fantasy Game Character Preferences." Imagination, Cognition and Personality 27, no. 1 (2007): 37–46. http://dx.doi.org/10.2190/ic.27.1.d.

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The present study examined the relationship between personality and character preferences in fantasy computer role-playing games. Subjects were required to complete two measures: The Big Five Inventory and a survey designed to determine character preferences in fantasy computer role-playing games as well as relevant fantasy/gaming experiences. Several correlations were observed that generally support the hypothesis that individuals choose characters that are reflections of their own personalities. For example, individuals who scored high on extraversion tended to prefer characters that were de
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Zhang, Zhiyun. "Perspective of Game Theory on E-commerce Platforms During the Online Shopping Festivals." BCP Business & Management 40 (March 8, 2023): 351–57. http://dx.doi.org/10.54691/bcpbm.v40i.4400.

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Online shopping is becoming more and more popular. E-commerce platforms hold online shopping festivals in order to obtain more profits and reduce the inventory. Because the limited sum of the market demand, e-commerce platforms spare no pains to seize more market share and obtain more orders. There is a game among e-commerce platforms during the online shopping festivals. In this paper, based on the game theory, the price wars among platforms during double 11 online shopping festival and 618 online shopping festival are reviewed. And the influence of price wars and coping strategies based on t
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Kassi, Dimitra, Ioannis Sarlis, Dimitrios Kotsifakos, and Christos Douligeris. "An Educational Cultural Game for an Industrial Urban Landscape." European Conference on e-Learning 21, no. 1 (2022): 171–80. http://dx.doi.org/10.34190/ecel.21.1.759.

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This paper presents an educational game that aims to enhance students' logical, mathematical, linguistic, and other skills by introducing them to the landscape of Drapetsona, an area in the southern part of Piraeus, Greece, with rich labor history and many industrial monuments, highlighting its industrial heritage and its remains. This educational game is a point-and-click puzzle game with multiple character control. It is aimed at students between the ages of 8-18 years, with graded difficulty depending on the player's age, making it interesting and attractive for any child with moderate acce
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Maulida Adila, Rini Gusya Liza, and Afdal Afdal. "Gambaran Psikopatologi Adiksi Game Online pada Remaja di Kota Padang, Indonesia." Scientific Journal 2, no. 6 (2023): 114–20. http://dx.doi.org/10.56260/sciena.v2i6.108.

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Pendahuluan: Psikopatologi merupakan istilah yang berasal dari dua kata, yaitu “psiko” dan “patologi” dan didefinisikan sebagai ketidaknormalan, penyimpangan atau disfungsi dari proses berpikir dan perilaku seseorang. Psikopatologi dapat terjadi disebabkan berbagai hal salah satunya ialah adiksi game online. Hal ini dikarenakan penggunaan game online yang berlebihan dan tidak terkendali dapat menyebabkan dampak negatif pada pembelajaran, bersosialisasi, dan kehidupan kerja ataupun sekolah. Tujuan penelitian: Untuk mengetahui gambaran psikopatologi adiksi game online pada remaja di kota Padang,
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Honni, Honni, Ryan Ferdy Marcelino, and Yohanes Radjali. "Pengembangan Aplikasi Sistem Basis Data Penjualan, Pembelian, dan Persediaan: Studi Kasus Pada PT. Speed Game." ComTech: Computer, Mathematics and Engineering Applications 2, no. 1 (2011): 401. http://dx.doi.org/10.21512/comtech.v2i1.2772.

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This study aims to to perform database application development system on purchasing, sales and inventory of PT. Speed Game, a company that applies manual database system. The company often faces difficulties in obtaining and processing data information about purchasing, sales and inventory that may affect the employee performance. Therefore, to facilitate the company in processing data and produce information quickly, precisely and accurately, a development of database application system is build using database lifecycle method. The result achieved is a database application system of purchasin
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Khoyetskyy, Pavlo. "Game fauna census in the ‘2-tp – hunting’ statistical report: features, advantages, disadvantages." Novitates Theriologicae 2017, no. 10 (2017): 206–16. http://dx.doi.org/10.53452/nt1024.

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Users of hunting grounds keep a primary track of the numbers and hunting of game animals and birds. The procedure for keeping records of game animals and the volumes of hunting are established by the Ministry of Ecology and Natural Resources of Ukraine in agreement with the State Statistics Committee of Ukraine. In the hunting sector, the reporting form is "Game management" (No. 2-tp hunting). The report consists of four sections: the area of hunting grounds and the number of personnel; costs of running and income from game management; animal numbers, dispersal, and hunting of game animals; ca
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Xing, Huai Xiang, and Xu Guan. "Research on Inventory Sharing Policy in Assembly System with Random Demand Time." Advanced Materials Research 452-453 (January 2012): 833–37. http://dx.doi.org/10.4028/www.scientific.net/amr.452-453.833.

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This paper investigates the inventory sharing policy in an assembly system with random demand time. A Stackelberg game has been built in a similar supply chain setting: manufacturer first decide the length of time period that for supplier taking charge of the inventory, and then followed by supplier chooses a best deliver time to manufacture. The research not only finds out the optimal decisions for both parties but also provide a relatively simple mechanism to achieve the supply chain coordination. The result shows that comparing to the traditional VMI policy, inventory sharing policy is alwa
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Vance, Anthony, Paul Benjamin Lowry, and Jeffrey A. Ogden. "Testing the Potential of RFID to Increase Supply-Chain Agility and to Mitigate the Bullwhip Effect." International Journal of Applied Logistics 1, no. 1 (2010): 48–66. http://dx.doi.org/10.4018/jal.2010090204.

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This study examines the potential of RFID technology to increase the agility of supply-chain e-commerce systems by mitigating the bullwhip effect. The bullwhip effect is a supply-chain phenomenon that reveals a lack of business agility characterized by the amplification of inventory variance. This study employs an experiment involving a modified Beer Distribution Game to simulate an RFID-enabled supply chain. The results provide empirical evidence that RFID technology can increase a supply chain’s agility and reduce the bullwhip effect by reducing inventory holding costs, stock out costs, and
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Aversa, Davide, Sebastian Sardina, and Stavros Vassos. "Path Planning with Inventory-Driven Jump-Point-Search." Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment 11, no. 1 (2021): 2–8. http://dx.doi.org/10.1609/aiide.v11i1.12781.

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In many navigational domains the traversability of cells is conditioned on the path taken. This is often the case in videogames, in which a character may need to acquire a certain object (i.e., a key or a flying suit) to be able to traverse specific locations (e.g., doors or high walls). In order for non-player characters to handle such scenarios we present InvJPS, an “inventory-driven” pathfinding approach based on the highly successful grid-based Jump-Point-Search (JPS) algorithm. We show, formally and experimentally, that the InvJPS preserves JPS’s optimality guarantees and its symmetry bre
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C., Geetha, and V. Ramadoss Dr. "INVENTORY MODEL WITH VARIABLE RATE OF DETERIORATION." International Journal of Computational Research and Development 3, no. 2 (2018): 6–10. https://doi.org/10.5281/zenodo.1401387.

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Operations Research is the scientific knowledge through interdisciplinary team effort for the purpose of determining the best utilization of limited resources. Nowadays operations research is having more applications in engineering, economics, business management, agriculture etc. Operations research utilizes various techniques like linear programming, integer programming, inventory control, queuing theory game theory, goal programming, non linear programming’s. Inventory control deals with determining the level of a commodity that a business must maintain to ensure smooth operation. The
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